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dorin6565

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Everything posted by dorin6565

  1. Love the mod!! Has anyone tried it with principa? I was going to try it tonight, but thought I would ask any advice before I did.
  2. They are on Galileo88's github located here https://github.com/Galileo88/Rescale/releases
  3. You need to get the config files from sigma rescale as well. It will have folders in it like 2.5x, 3.2x, etc. Move whichever folder you want to use. Use only 1 of them though. Edit the file in the folder you want with the size you wanted.
  4. It was around 0.15 if I remember right 2011 or 2012. You had to get a mod to dock so it was a few before 0.18. I remember I was very happy when they made docking stock.
  5. Thanks everyone, my feeling is the same on the time savings. It takes a little extra planning on the booster, but the automatic recovery saves a lot of time over FRMS and lets me get on to the main mission. I didn't know about your launchers Warzouz. I will look at them and test them out in a new save.
  6. When I play career mode I mostly have staged recovery installed to help recover money from launch stages. I have played using FRMS to land the stages as well. It usually kicks in later in career when you get inline probe cores. I was wondering if others use either of the mods in their games or use no recovery mods and plan their rockets where they can go suborbital allowing time to switch back for re entry and landing after the payload is in orbit. Or, they don't worry about recovery at all?
  7. I ran out of fuel on a return mission from the Mun without getting a PER below 1000KM. I only had life support for 1 day and didn't have docking ports. I quickly designed a rescue craft to use KAS to transfer fuel over. I felt very proud of myself when I plotted a direct and quick intercept course, closed on the drifting craft, and matched velocity when I was only 30m from the craft. I got JEB out and grabbed the transfer hose and floated over only to realized I forgot to bring a second attachment point so couldn't transfer fuel over. Then realized I had only had a 1 kebal command pod on the rescue ship so I couldn't even bring the stranded kerbal home (double mistake). I finally just came up to the stranded craft with the rescue ship and "pushed" it just enough to get it into the atomosphere for the return. Even though I made a double mistake, it is one of my best memories in the game. I play with a "Never Leave a Kerbal Behind" theme.
  8. I had the same issue with it freezing when I crossed into space 69###. I did a clean install and only had K2 in it and it ran fine. I started to add mods and I was fine until I added contract configurator. It started to give me warnings like "took 1.## seconds for scan" (not exact wording, but close). When I crossed into low space, it froze. I did this testing on Sunday using Kerbal 1.02. I haven't repeated with updated contract configurator or 1.04. Without contract configurator, I flew several hours without an issue. What's odd is that I was using the same mod set and contract configurator on a stock sized kerbal solar system and did not have any issues.
  9. You also might try VOID. It has a data logging function which, when you hit start, logs to a CSV file which can be opened with a spreadsheet. From there you can graph anything versus anything. You have to graph outside of game after you stop logging as it won't graph in game. http://forum.kerbalspaceprogram.com/threads/54533
  10. I agree and support this. I recently started a couple of new games (testing out different mod combinations), and got the explore Mun. Did that one and then got a bunch of put into this orbit or that orbit around the Mun. I had to grind the Mun because I didn't want to miss out on the Minmus contract. Still no Minmus contracts so went to the go to locations on Kerbin. Finally got the explore Minmus contract. The game before these 2 test games, I got the explore Minmus contract first. I love the idea of those being always there so, for example, if I wanted to try to do a fast flyby of Moho. I wouldn't be pentalized for taking the chance early. I have to restrain myself when the first Moho windows open knowing I don't have a contract to visit it and waste potential money in the early game.
  11. Did this occur after you had updated contract configurator? I had this issue when I updated to a new version. Any tourism contracts I had already accepted would not load during launch and show black screen for the kerbals. When I started a new save, everything was fine and the mission went fine
  12. Just an update to your update on fixing the timer reset error. I have completed many tourist contracts and none have had the timer problem since. I even tried to break it a few times by dropping the PE below 75km right before and after the timer hits zero and it worked like a charm. Looks like your fix has fixed it for me:) I have all the contract packs loaded except for the remote tech one (not running that mod). Only issue I have seen is upgrading my space station adding a science lab. When I docked the lab, my station exploded. I think I'll blame the 5 m/s docking speed instead of the station contract mod though Great set of mods by you and the other authors, enjoying them alot!!
  13. ManTrelk, what I normally do if I change my mod set is to start a game and give myself 5000 science and 500000 money. Exit the game and search for 5000 in the save file and up it to 100000 and then search for 500000 and up that to 50000000. When I reload, I can upgrade my buildings and open all the tech tree 1 node at a time and learn what leads to what and if there are any dead-ends. Make a few notes about when to stop research and when to continue, and notice any blanks I have to open if something depends on it further down the tech tree. I then exit, then start my regular game. If I forget or lose my notes, I just reload the open save. I don't use this method to plan my path fully, just know where the dead-ends are.
  14. Thanks for the help!! I love the contract packs!! I find myself just doing them and forgetting to advance further in space, hehe. I really like the tourism and space station ones!
  15. I had an issue with the take 4 tourists to orbit and orbit PE above 75km for 1 hour. I loaded them, got them above 75km, then went around for an hour as the counter counted down. When it was at 0, I retro burned to deorbit. As soon as I dropped the service module stage leaving jeb and the 4 tourists and prepared for reentry, the clock reset itself to 00:00:01 and did not give me credit for the mission. I went ahead and landed thinking it was needing to recover the tourist. Still no credit. Using 7.4 and 1.0 version of contract config and tour. I had just previously completed the single tourist for 4 hours contract without an issue. Great mod, love it.
  16. Thank you!! That is what I am looking for!! I will see if I can mod it to do what I want. EDIT: I have changed the mod to give drag outside the edge of the atmosphere up to 3x the top of the atmosphere. Used a scale height extension of pressure/density beyond where HoneyFox stopped (top of the atmosphere) as a first model. Having issues getting the density beyond the top of the atmosphere to align without a step function. Works fine though as it is, will deorbit everything below 210km given long enough. Will open a thread in add-on development when I get it stable and after asking HoneyFox if they mind if I start a fork of this mod. Going to use this very interesting article on satellite orbital decay calculations as the basis for the mod in both normal kerbin atmosphere and RSS atmosphere models. http://www.ips.gov.au/Category/Educational/Space%20Weather/Space%20Weather%20Effects/SatelliteOrbitalDecayCalculations.pdf
  17. I have changed the cfg's of Paul's 64K fork of RSS 6.4x config to use the atmosphere of regular RSS, in others words restored the 130km atmosphere to Kerbin replacing the 91km atmosphere. I wanted a higher (realistic) atmosphere that I could still use stock parts and 64K. Did the same for Eve (venus) and Duna (Mars) giving them the RSS atmospheres. It got me to thinking about atmospheric drag for vessels like the ISS space station and other sats that decay over time due to drag and have to be re-boosted when in a "low" orbit above the 130km cut-off. It would require flights to deliver fuel or boost tugs to go to them. I know craft are on rails when not focused in KSP. A tiny drag force couldn't be always applied to simulate atmospheric drag to spiral ships to lower orbits and finally causing them to reenter. I have been searching forums to see if anyone has been able to apply "thrust" to a ship not under focus to see how they did it. So my question is does anyone know if this has been done?
  18. I have 0.90, FAR, DRE, and 6.4x installed. I have had a similar experience yesterday with 6.4x with deadly reentry on hard without the real heat (bottom button) option. I entered from a 150km orbit and set a 50km per. I lost almost no speed (just enough to lower per to 30km), but heated up and lost almost half shield getting to 50km. When I crossed below 40km I was still above 4000 m/s my heating spiked and I lost all my shield and burned up. As I was doing the reentry, I was thinking to myself I wasn't slowing down as I normally would which is why I noted how fast I was going. I reloaded the save, reloaded the game and then set my deadly reentry hard again but set the lower button on. I repeated with another 50km per and I slowed before 40 km below 3000 m/s and I had a normal reentry. I haven't looked to see if there is an interaction between deadly reentry and FAR, but I haven't had a slowing down issue since I left the deadly reentry setting with that option. This is with a 1 man capsule. Haven't tried reentry with a 3 man capsule yet. I was using Nathan's realsolarsystem.dll that was up before the official one today so I don't know if that was an issue. Going to update and try it today.
  19. I stand corrected, r4mons and ialdabaoth's deadly reentry picked up by Nathan and now starwasher. But this is FAR's thread so I won't debate in it. Anyway, I stand by my statement that both of the mods add fun to me the game, and a step toward realism. Edit: Didn't see your post Nathan till I posted. I know it doesn't use real hypersonic shock physics as that would be a bit complicated over all of the shapes, it still explodes me on reentry if I'm not careful
  20. Ferram, please take as much time as you need. You have an awesome mod that has given me an incredible amount of enjoyment. I prefer a realistic game so your mod and Nathan's deadly reentry are my 2 core mods that I install first. Take your time. This is just a thank you for a great mod.
  21. Great Mod 2.1RC3!! I like the shock temperature affecting the part temperature with density changing how fast the part temperature changes. Did some testing and was able to survive a probe reentry from a 150km x -160km failed launch (remote tech loss of signal ). Temperature of probe slowly rose until it met the shock temperature as the probe slowed and then the shock temperature went below the part temperature and it cooled. Also watched the engine temperature go up during the launch. The engine temperature warmed up the fuel tank above it, a great idea. Awesome upgrade. I like the display of all the related data. Tomorrow going to do a study on the reentry of the capsules.
  22. You may want to look at this page for the temperatures behind a normal shock wave. https://en.wikipedia.org/wiki/Normal_shock_tables#Normal_shock_table_equations These are good until you get to 2000kelvin where real gas effects start to occur. The equations only depend upon the free stream Mach number and the ambient temperature of air at that altitude. The heat transfer will then be related to the difference between the temperature behind the shock and the temperature of the heat shield. Also the density.
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